public virtual void OnTarget(Mobile from, object obj) { Horse pet = obj as Horse; if (pet == null) { from.SendMessage("This isn't a horse, idiot!"); } else if (!pet.Controlled || pet.ControlMaster != from) { from.SendMessage("You can only saddle a horse that you currently own."); } else { pet.Delete(); PackHorse packhorse = new PackHorse(); packhorse.Controlled = true; packhorse.ControlMaster = from; packhorse.Location = from.Location; packhorse.Map = from.Map; World.AddMobile(packhorse); this.Delete(); from.SendMessage("You place the saddle onto your horse."); } }
public override void OnClick() { if (m_From.InRange(m_Fountain.GetWorldLocation(), 4)) { if (m_From.Backpack.ConsumeTotal(typeof(Gold), 1)) { m_Fountain.Jackpot++; switch (m_Fountain.MessageNum) { case MagicFountainAddon.FountainMessage.Cool: { if (0.001 > Utility.RandomDouble()) { Gold gold = new Gold(); gold.Amount = m_Fountain.Jackpot; // no need to test, it's always at least 1 if (!m_From.AddToBackpack(gold)) { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); gold.Delete(); } else { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!"); m_Fountain.Jackpot = 0; } } else if (0.001 > Utility.RandomDouble()) { Gold gold = new Gold(); gold.Amount = m_Fountain.Jackpot; // no need to test, it's always at least 1 if (!m_From.AddToBackpack(gold)) { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); gold.Delete(); } else { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!"); m_Fountain.Jackpot = 0; } } else { m_From.SendMessage("You toss a coin in ... but nothing happens."); } break; } case MagicFountainAddon.FountainMessage.Warm: { if (0.01 > Utility.RandomDouble()) { Item item = null; switch (Utility.RandomMinMax(1, 10)) { case 1: item = new TinkerTools(); break; case 2: item = new Lockpick(3); break; case 3: item = new Pitchfork(); break; case 4: item = new Dagger(); break; case 5: item = new Emerald(); break; case 6: item = new Ruby(); break; case 7: item = new Amber(); break; case 8: item = new Server.Engines.Mahjong.MahjongGame(); break; case 9: item = new SewingKit(); break; case 10: item = new SmithHammer(); break; } if (!m_From.AddToBackpack(item)) { m_From.SendMessage("You toss a coin in ... and an item appears! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); item.Delete(); } else { m_From.SendMessage("You toss a coin in ... and an item appears!"); if (m_Fountain.Jackpot > 10) { m_Fountain.Jackpot = m_Fountain.Jackpot - 5; } } } else if (0.001 > Utility.RandomDouble()) { Gold gold = new Gold(); gold.Amount = m_Fountain.Jackpot; // no need to test, it's always at least 1 if (!m_From.AddToBackpack(gold)) { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); gold.Delete(); } else { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!"); m_Fountain.Jackpot = 0; } } else { m_From.SendMessage("You toss a coin in ... but nothing happens."); } break; } case MagicFountainAddon.FountainMessage.Clean: { if (0.05 > Utility.RandomDouble()) { Item food = null; switch (Utility.RandomMinMax(1, 10)) { case 1: food = new Bacon(); break; case 2: food = new CookedBird(); break; case 3: food = new Ham(); break; case 4: food = new Ribs(); break; case 5: food = new Sausage(); break; case 6: food = new Cookies(); break; case 7: food = new Muffins(3); break; case 8: food = new ApplePie(); break; case 9: food = new PeachCobbler(); break; case 10: food = new Lime(); break; } if (!m_From.AddToBackpack(food)) { m_From.SendMessage("You toss a coin in ... and food appears! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); food.Delete(); } else { m_From.SendMessage("You toss a coin in ... and food appears!"); if (m_Fountain.Jackpot > 10) { m_Fountain.Jackpot = m_Fountain.Jackpot - 5; } } } else if (0.001 > Utility.RandomDouble()) { Gold gold = new Gold(); gold.Amount = m_Fountain.Jackpot; // no need to test, it's always at least 1 if (!m_From.AddToBackpack(gold)) { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); gold.Delete(); } else { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!"); m_Fountain.Jackpot = 0; } } else { m_From.SendMessage("You toss a coin in ... but nothing happens."); } break; } case MagicFountainAddon.FountainMessage.Calm: { if (0.005 > Utility.RandomDouble()) { Horse horse = new Horse(); horse.Map = m_From.Map; horse.Location = m_From.Location; if ((m_From.Followers + horse.ControlSlots) <= m_From.FollowersMax) { // set up the horse... =P horse.Controlled = true; horse.ControlMaster = m_From; horse.OwnerAbandonTime = DateTime.MinValue; horse.BondingBegin = DateTime.MinValue; horse.ControlOrder = OrderType.Follow; horse.ControlTarget = m_From; horse.Owners.Add(m_From); // seems to be new in 2.0 // horse.Loyalty = PetLoyalty.WonderfullyHappy; // doesn't work in 2.0 but seems unnecessary m_From.SendMessage("You toss a coin in ... and a horse appears!"); } else { m_From.SendMessage("You toss a coin in ... and a horse appears! But you have too many pets to control this one too. The horse runs off!"); horse.Delete(); } if (m_Fountain.Jackpot > 20) { m_Fountain.Jackpot = m_Fountain.Jackpot - 10; } } else if (0.001 > Utility.RandomDouble()) { Gold gold = new Gold(); gold.Amount = m_Fountain.Jackpot; // no need to test, it's always at least 1 if (!m_From.AddToBackpack(gold)) { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); gold.Delete(); } else { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!"); m_Fountain.Jackpot = 0; } } else { m_From.SendMessage("You toss a coin in ... but nothing happens."); } break; } case MagicFountainAddon.FountainMessage.Fruit: { if (0.05 > Utility.RandomDouble()) { Item fruit = null; switch (Utility.RandomMinMax(1, 10)) { case 1: fruit = new Watermelon(); break; case 2: fruit = new Apple(); break; case 3: fruit = new Pear(); break; case 4: fruit = new Peach(); break; case 5: fruit = new Lime(); break; case 6: fruit = new Lemon(); break; case 7: fruit = new Coconut(); break; case 8: fruit = new Grapes(); break; case 9: fruit = new Bananas(); break; case 10: fruit = new Cantaloupe(); break; } if (!m_From.AddToBackpack(fruit)) { m_From.SendMessage("You toss a coin in ... and fruit appears! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); fruit.Delete(); } else { m_From.SendMessage("You toss a coin in ... and fruit appears!"); if (m_Fountain.Jackpot > 10) { m_Fountain.Jackpot = m_Fountain.Jackpot - 5; } else { m_Fountain.Jackpot = 0; } } } else if (0.001 > Utility.RandomDouble()) { Gold gold = new Gold(); gold.Amount = m_Fountain.Jackpot; // no need to test, it's always at least 1 if (!m_From.AddToBackpack(gold)) { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain! But you can't hold it! You accidentally drop it back in the fountain, where it vanishes."); gold.Delete(); } else { m_From.SendMessage("You toss a coin in ... and a shower of gold leaps back out of the fountain!"); m_Fountain.Jackpot = 0; } } else { m_From.SendMessage("You toss a coin in ... but nothing happens."); } break; } } } else { m_From.SendMessage("You don't have a coin to toss in."); } } else { m_From.SendMessage("Get closer."); } }
private static void GenerateCSV(string filePath, string fileName) { string fullFilePath = filePath + fileName; if (!Directory.Exists(filePath)) { Directory.CreateDirectory(filePath); } if (File.Exists(fullFilePath)) { File.Delete(fullFilePath); } Path.Combine(filePath, fileName); Horse horse = new Horse(); StreamWriter writer = new StreamWriter(fullFilePath); writer.Write("Type,"); writer.Write("AIType,"); writer.Write("Weapon,"); writer.Write("VirtualArmor,"); writer.Write("DamageMin,"); writer.Write("DamageMax,"); writer.Write("Fame,"); writer.Write("Karma,"); writer.Write("FightMode,"); writer.Write("RangePerception,"); writer.Write("RangeFight,"); writer.Write("ActiveSpeed,"); writer.Write("PassiveSpeed,"); writer.Write("Str,"); writer.Write("Dex,"); writer.Write("Int,"); writer.Write("HitsMax,"); writer.Write("StamMax,"); writer.Write("ManaMax,"); for (int i = 0; i < horse.Skills.Length; i++) { writer.Write("{0},", horse.Skills[i].Name); } horse.Delete(); foreach (Type t in m_BaseCreatures) { try { object creatureObj = Activator.CreateInstance(t); BaseCreature bc = creatureObj as BaseCreature; writer.WriteLine(); writer.Write("{0},", t.Name); writer.Write("{0},", bc.AI); writer.Write("{0},", bc.Weapon.GetType().BaseType == null ? bc.Weapon.GetType().Name : bc.Weapon.GetType().BaseType.Name); writer.Write("{0},", bc.VirtualArmor); writer.Write("{0},", bc.DamageMin); writer.Write("{0},", bc.DamageMax); writer.Write("{0},", bc.Fame); writer.Write("{0},", bc.Karma); writer.Write("{0},", bc.FightMode); writer.Write("{0},", bc.RangePerception); writer.Write("{0},", bc.RangeFight); writer.Write("{0},", bc.ActiveSpeed); writer.Write("{0},", bc.PassiveSpeed); writer.Write("{0},", bc.Str); writer.Write("{0},", bc.Dex); writer.Write("{0},", bc.Int); writer.Write("{0},", bc.HitsMax); writer.Write("{0},", bc.StamMax); writer.Write("{0},", bc.ManaMax); for (int i = 0; i < bc.Skills.Length; i++) { writer.Write(bc.Skills[i].Value + ","); } bc.Delete(); } catch { //Console.WriteLine(e); } } writer.Close(); }